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[Dev] Seekers of Adoulin (Mar 13)
By Drivont 2013-01-31 15:42:35
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サーバ: Odin
Game: FFXI
Posts: 287
By Odin.Hirokei 2013-01-31 15:52:54
I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs.
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サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-01-31 15:55:33
SE said nothing about dual wielding 2h weaps. This would have been a huge deal and in the concept art. It isnt there or in the screenshots so whats the point?
More to the point is how RNF might work. Something along the lines of a provoke ability, using specific runes for an elemental defense on your team while pumping out damage for hate, using enspells for exploiting elemental weaknesses and deploying runes to perhaps mitigate damage?
It seems like SE wants RNF to be the offensive support tank while PLD remains the superior wall with limited party support tools.
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Asura.Hit
サーバ: Asura
Game: FFXI
Posts: 765
By Asura.Hit 2013-01-31 15:58:06
Monkey grip in FFTA or FFTA2 never stacks with dual wield as it's a support ability and you can only equip one at a time. Monkey grip itself as far as I can tell was just speculation for the lulz. Don't take things so seriously >,<
By Enuyasha 2013-01-31 15:58:10
I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs. Oh yea, definitely....I'd say make them keep the delay of the twohanded weapon but open up the offhand for a shield :<
Speaking of empyreans for RNF....
I wouldn't mind another Galea if it had awesomesauce stats. Thats Knight, but i dont know the game RNK came out in Q_Q
Monkey grip in FFTA or FFTA2 never stacks with dual wield as it's a support ability and you can only equip one at a time. Monkey grip itself as far as I can tell was just speculation for the lulz. Don't take things so seriously >,<
I remember dualwielding with monkey grip on....weird...but still, it opens up the possibility.
Lakshmi.Sparthosx said: »SE said nothing about dual wielding 2h weaps. This would have been a huge deal and in the concept art. It isnt there or in the screenshots so whats the point?
More to the point is how RNF might work. Something along the lines of a provoke ability, using specific runes for an elemental defense on your team while pumping out damage for hate, using enspells for exploiting elemental weaknesses and deploying runes to perhaps mitigate damage?
It seems like SE wants RNF to be the offensive support tank while PLD remains the superior wall with limited party support tools.
We havent received extra info about RNF, so yea it is speculation. But, after the fact calling people stupid after that round of speculation had ended and the thought dropped...thats worse.
And yea, noone is disputing RNF will be the new Resolution spam tank at all,but the possibility of new job traits that would be beneficial for tanking purposes as a sub and/or a main isnt that farfetched.
All in all: I cant wait for RNF...so speculating is keeping me from calling SE and pulling them through the phone.
By Chyula 2013-01-31 15:58:38
I can see it now, next year's plan is to release New abyss area from this expansion. Want empy gear for the new jobs?, have to buy a $10 mini abys expansion pack :).
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サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-31 16:00:34
I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs. Oh yea, definitely....I'd say make them keep the delay of the twohanded weapon but open up the offhand for a shield :<
That wouldn't be a penalty at all if you just kept the 2h delay lol
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-01-31 16:00:53
You act like 10 for superior content is bad. Its better than the shitstain that was WOTG content additions.
By Enuyasha 2013-01-31 16:05:34
I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs. Oh yea, definitely....I'd say make them keep the delay of the twohanded weapon but open up the offhand for a shield :<
That wouldn't be a penalty at all if you just kept the 2h delay lol I'd have to think of bad things to put up to make it a drawback D:
Asura.Hit
サーバ: Asura
Game: FFXI
Posts: 765
By Asura.Hit 2013-01-31 16:09:05
@ Enuyasha,
I feel like paladin could get a boost like that w/o having to worry about balance issues. Other jobs like war or drk idk.
@ Sparth,
ugh, wotg content just feels super tedious to me. I haven't even finished it and I want to work on it before SoA comes out ( ._.)
By Drivont 2013-01-31 16:09:18
hahaha I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs.
VERY good point! :P That said, instead of losing any DoT with a delay, it'd be cool if there was a slight boost to attack, but a pretty big detriment to DEF (since they're reworking it?) that would actually make it pretty situational at times? I thought it would be better, since you wouldn't lose out on speed, and you'd have to learn when to use it. lol a WAR with monkey grip+berserk would be asking to die! It would also soften the blow for losing out on some grips :3
サーバ: Odin
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By Odin.Eikechi 2013-01-31 16:12:31
hahaha I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs.
VERY good point! :P That said, instead of losing any DoT with a delay, it'd be cool if there was a slight boost to attack, but a pretty big detriment to DEF (since they're reworking it?) that would actually make it pretty situational at times? I thought it would be better, since you wouldn't lose out on speed, and you'd have to learn when to use it. lol a WAR with monkey grip+berserk would be asking to die! It would also soften the blow for losing out on some grips :3
But you're forgetting that if it's a trait it's always active, and I don't think they said RNF is getting shields (though I guess that's possible), also they are the magic TANK job, so they need hate, thus this not being a good alternative I don't think >_<.
By Drivont 2013-01-31 16:16:42
hahaha I feel they would have to add a delay penalty to "Monkey Grip" to keep it from being over powered. Pld with Aegis/Ochain and mainhanding Rag with no penalty sounds a tad like Sams dual wielding GKs.
VERY good point! :P That said, instead of losing any DoT with a delay, it'd be cool if there was a slight boost to attack, but a pretty big detriment to DEF (since they're reworking it?) that would actually make it pretty situational at times? I thought it would be better, since you wouldn't lose out on speed, and you'd have to learn when to use it. lol a WAR with monkey grip+berserk would be asking to die! It would also soften the blow for losing out on some grips :3
But you're forgetting that if it's a trait it's always active, and I don't think they said RNF is getting shields (though I guess that's possible), also they are the magic TANK job, so they need hate, thus this not being a good alternative I don't think >_<.
forgot all about the offensive tanking. was thinking it was a DD that just happened to protect the party on occasion :P not sure what'd be ideal then, but I'm getting excited for sure! DAMN YOU SE!
on that note, what kinda runes are you speculating? I'm REALLY hoping for a reflect style rune
By Drivont 2013-01-31 16:19:37
it'd be cool if it was done in tiers of a monkey grip trait
boosts attack, but adds 1% to delay in a tiered fashion?
you know they'd come out with some crazy cool haste shield if that were the case.....and make it PLD only >_>;
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By Odin.Eikechi 2013-01-31 16:20:10
Reflect? That would be kind of OP. I'm guessing super en-spell type dmg, att boost, m.def boost, individual resistence boosts. I think they are going to have both attack and defense runes, but not sure how it's going down.
By Drivont 2013-01-31 16:21:41
well reflect would hopefully be scaled as to not be broken :P filter out some dmg, while reflecting some back on user, something like that, just kicking ideas around as they come to me :D
サーバ: Odin
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By Odin.Hirokei 2013-01-31 16:26:50
Reflect sounds like a possibility to me, being the "magic tank", working sort of like Reprisal.
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By Drivont 2013-01-31 16:40:44
Also Hirokei, RON SWANSON FTMFW!
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Ragnarok.Vitaru
サーバ: Ragnarok
Game: FFXI
Posts: 255
By Ragnarok.Vitaru 2013-01-31 16:56:27
I'm just hoping people leveling up those new jobs would bring back 6 people party back in the game.
サーバ: Bismarck
Game: FFXI
Posts: 9553
By Bismarck.Moonlightespada 2013-01-31 16:56:43
Speaking of empyreans for RNF....
I wouldn't mind another Galea if it had awesomesauce stats. Thats Knight, but i dont know the game RNK came out in Q_Q
. that armor kinda looks like the nuevo coselete
Valefor.Sehachan
サーバ: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-01-31 16:57:16
Parties of 3 geomancers and 3 rune fencers?
サーバ: Odin
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By Odin.Eikechi 2013-01-31 16:58:54
Reflect sounds like a possibility to me, being the "magic tank", working sort of like Reprisal.
All they would need is a JA called "Runic" like Celes. Absorb magic dmg to refill a tiny bit of mp to really be a great magic tank job.
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By Valefor.Prothescar 2013-01-31 17:17:33
Absorbing a portion of magic damage taken to heal HP, MP, or TP or a rune that gives some MDT and at the same time reflects some magic damage taken back to the attacker would be logical.
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By Drivont 2013-01-31 17:21:12
it'd be cool if it was seperate than shell... the magical phalanx if you will
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サーバ: Odin
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By Odin.Eikechi 2013-01-31 17:25:19
it'd be cool if it was seperate than shell... the magical phalanx if you will
Blu has that already so that's not entirely impossible.
By Enuyasha 2013-01-31 17:25:30
Bismarck.Moonlightespada said: »Speaking of empyreans for RNF....
I wouldn't mind another Galea if it had awesomesauce stats. Thats Knight, but i dont know the game RNK came out in Q_Q
. that armor kinda looks like the nuevo coseleteI would love to see that body style come back D:
it'd be cool if it was seperate than shell... the magical phalanx if you will would be amazing indeed. as a sub too :3
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By Valefor.Prothescar 2013-01-31 17:42:25
Some of the JAs that I'd like to see from Rune Fencer, personally, using a stratagem-like system as a base and drawing off the fact that I recall it being said that RNF is getting enhancing magic:
Offensive Runes
Brands
Brands deal a heavy amount of elemental enspell damage whose potency and duration are directly affected by the wielder's Enhancing magic skill.
Flamebrand - Deals fire elemental damage.
Snowbrand - Deals ice elemental damage.
Galebrand - Deals wind elemental damage.
Tremorbrand - Deals earth elemental damage.
Stormbrand - Deals lightning elemental damage.
Hydrobrand - Deals water elemental damage.
Infusions
Infusions are offensive runes that enhance the power of the user.
Magmatic Infusion - Enhances attack power.
Boreal Infusion - Enhances magic attack power.
Mistral Infusion - Enhances attack speed.
Terran Infusion - Enhances accuracy.
Fulminating Infusion - Enhances critical hit rate.
Aquatic Infusion - Enhances potency of additional effects.
Defensive Runes
Wards
Wards decrease the damage that you and your party members take from magical attacks.
Occult Palisade - Grants a Magic Shield effect to the target party member.
Attenuation Barrier - Grants a strong resistance to enfeebling effects to the target party member.
Deflect - Imparts a shield on the target party memeber that increases magic damage resistance and returns some magical damage to the attacker.
Safeguards
Safeguards enhance the user's resistance to specific elements. Effects stack with barspells.
Antipyro - Enhances fire resistance.
Antifrost - Enhances ice resistance.
Antigale - Enhances wind resistance.
Antiquake - Enhances earth resistance.
Antistorm - Enhances thunder resistance.
Antiaqua - Enhances water resistance.
Antigloss - Enhances light resistance.
Antishade - Enhances dark resistance.
Nulfire - Annuls fire damage for a very short time.
Nulblizzard - Annuls ice damage for a very short time.
Nulaero - Annuls wind damage for a very short time.
Nulstone - Annuls earth damage for a very short time.
Nulthunder - Annuls thunder damage for a very short time.
Nulwater - Annuls water damage for a very short time.
idk just some dumb ideas. can't think of any better names for the resist runes
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Cerberus.Cruxus
サーバ: Cerberus
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Posts: 333
By Cerberus.Cruxus 2013-01-31 19:44:43
So I got to thinking, anyone wanna bet that there's gonna be a drop from each of those 7 Naarkuals for the next step on the MNK belt upgrade? Fun times to be had...lol.
While I'm not a huge mage fan by any means, geomancer is really starting to intrigue me...hope both jobs are A class from the get go and not in need of consistent updates to get them to a functioning "norm"...
サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-31 19:47:47
Valefor.Prothescar said: »Some of the JAs that I'd like to see from Rune Fencer, personally, using a stratagem-like system as a base and drawing off the fact that I recall it being said that RNF is getting enhancing magic:
Offensive Runes
Brands
Brands deal a heavy amount of elemental enspell damage whose potency and duration are directly affected by the wielder's Enhancing magic skill.
Flamebrand - Deals fire elemental damage.
Snowbrand - Deals ice elemental damage.
Galebrand - Deals wind elemental damage.
Tremorbrand - Deals earth elemental damage.
Stormbrand - Deals lightning elemental damage.
Hydrobrand - Deals water elemental damage.
Infusions
Infusions are offensive runes that enhance the power of the user.
Magmatic Infusion - Enhances attack power.
Boreal Infusion - Enhances magic attack power.
Mistral Infusion - Enhances attack speed.
Terran Infusion - Enhances accuracy.
Fulminating Infusion - Enhances critical hit rate.
Aquatic Infusion - Enhances potency of additional effects.
Defensive Runes
Wards
Wards decrease the damage that you and your party members take from magical attacks.
Occult Palisade - Grants a Magic Shield effect to the target party member.
Attenuation Barrier - Grants a strong resistance to enfeebling effects to the target party member.
Deflect - Imparts a shield on the target party memeber that increases magic damage resistance and returns some magical damage to the attacker.
Safeguards
Safeguards enhance the user's resistance to specific elements. Effects stack with barspells.
Antipyro - Enhances fire resistance.
Antifrost - Enhances ice resistance.
Antigale - Enhances wind resistance.
Antiquake - Enhances earth resistance.
Antistorm - Enhances thunder resistance.
Antiaqua - Enhances water resistance.
Antigloss - Enhances light resistance.
Antishade - Enhances dark resistance.
Nulfire - Annuls fire damage for a very short time.
Nulblizzard - Annuls ice damage for a very short time.
Nulaero - Annuls wind damage for a very short time.
Nulstone - Annuls earth damage for a very short time.
Nulthunder - Annuls thunder damage for a very short time.
Nulwater - Annuls water damage for a very short time.
idk just some dumb ideas. can't think of any better names for the resist runes
Would they need any type of MAB+? I'm not sure en-spells are buffed by anything but enhancing skill and the specific "en-spell+" gears ya? Perhaps Rune will be different though.
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-01-31 19:50:38
So I got to thinking, anyone wanna bet that there's gonna be a drop from each of those 7 Naarkuals for the next step on the MNK belt upgrade? Fun times to be had...lol.
While I'm not a huge mage fan by any means, geomancer is really starting to intrigue me...hope both jobs are A class from the get go and not in need of consistent updates to get them to a functioning "norm"...
The only expansion class that was released in near ideal condition was Corsair and even that class got a number of tweaks to bring it up to par. Basically, if RUN and GEO can avoid being PUP'd out of the gate they should be viable but viable depends on how harsh SE is on equipment choices, what the Adoulin endgame is going to look like and how potent the tools are.
Seekers of Adoulin Prologue
As the eight century came to a close, so did
the islands' old regime. The royal family,
in partnership with the eleven knightly orders, agreed to abolish
imperial rule...from which arose the Sacred City of Adoulin.
The rate at which it developed astounded all.
In the blink of an eye, Adoulin had become a maritime metropolis,
its mercantile prowess rivaling even Jeuno's.
The hustle and bustle of the commoners' district in the west--Adoulin's
center of trade and pioneering hub--serves as a stark
contrast to the refined, stoic castle in the east.
It is upon the urban landscape that adventurers will first
leave their mark...in the next chapter of the Vana'diel's history.
The Varied Personages in "Seekers of Adoulin"
Swordmaiden
These feisty damsel may sport a shortsword with a sheath as dark as the abyss, but rest assured, she has a heart of pure gold. Her emerald green eyes and shimmering silver hair tucked neatly under an elegant bonnet belie her altruistic nature, and are some of the first sights adventurers will see when they run across her at the Ceizak Battlegrounds.
Title |
FINAL FANTASY® XI: Seekers of Adoulin™ |
FINAL FANTASY® XI Ultimate Collection Seekers Edition |
Platforms |
Windows® PC (Digital Download), Xbox 360® |
Release Date |
Software to be Released on March 26th, 2013
Servers to be Launched on March 27th, 2013 (Time TBA) |
Price |
Windows® PC (Digital Download) |
$29.99 |
Windows® PC (Digital Download) |
$39.99 |
Xbox 360® |
$29.99 |
Xbox 360® |
$39.99 |
Notes |
FINAL FANTASY XI Seekers of Adoulin is not a stand-alone game. The FINAL FANTASY XI game must be installed beforehand. |
The FINAL FANTASY XI Ultimate Collection Seekers Edition features FINAL FANTASY XI, Seekers of Adoulin, and all previously released expansion and add-on packs including Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, Wings of the Goddess, A Crystalline Prophecy, A Moogle Kupo d’Etat, A Shantotto Ascension, Vision of Abyssea, Scars of Abyssea, and Heroes of Abyssea. |
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Areas
Western Adoulin
Western Adoulin serves as the home base for the Sacred City of Adoulin's pioneering plans and, as the entranceway to the city, is also a hub for adventurers who were afforded safe passage to assist in the city's long-term settlement project. More than just a mere facade, this section of the city is brimming with activity, from townsfolk going about their daily sundries to a variety of facilities specially tailored for would-be pioneers.
Rala Waterways
The Rala Waterways are a gigantic expanse of interconnected underground straits spanning from east to west by means of the Big Bridge. Always a popular subject of gossip amongst the citizenry, the two-hundred-year-old Waterways are not only a source of water for Adoulin; they're also regarded as a place of wonder and--according to rumor--a home to all manner of unfriendly creatures. As such, they are not open to the general public.
Yahse Hunting Grounds
The Hunting Grounds are a second expanse of jungle located adjacent to the Ceizak Battlegrounds, and can be accessed via boat from Eastern Adoulin. Perhaps in part due to the similar topography, flora, and fauna, many pioneers have lost their way when traversing between the two. Enormous trees dominate the landscape, their twisted roots serving as a grim reminder that humanity is not welcome within. Opening up this land for population is one of the primary goals of the pioneering project.
Ceizak Battlegrounds
Beyond the guarding gaze of Jorius Yett lie the Ceizak Battlegrounds, a dense stretch of jungle serving as the symbol of Western Adoulin. Species of vermin never before seen in the Middle Lands call the Battlegrounds home and, together with enormous trees impeding any sense of progress, pose an obstacle for intrepid pioneers to overcome. No colonization effort has any hope of succeeding without first breaking the land free from the stranglehold of its twisted grasp.
Foret de Hennetiel
The Foret--the lowest-lying area in all of Eastern Ulbuka--is known throughout all Adoulin as a harsh, punishing environment where neither people nor animals had been able to tread for hundreds of years due to the contamination of the Zoldeff River that flows through it. Yet nature herself eventually reclaims all that has been sullied, and recent years have seen a blossoming of all manner of fascinating plant life hitherto unseen. Settling this wilderness poses yet another issue the Adoulinians must overcome.
Sih Gates
The Gates are famous as home to all types of grisly foes around its large rocks and within its limestone caves. The roots of the gigantic arbors found in the hunting and battlegrounds protrude from the rocks, choking what remains of the treaded paths and preventing easy passage. Many species of fungi line the walls and floor of the caves, but they are not fit for consumption, and as such can provide little succor. The population of the vile Acuex within has been multiplying, and with pioneers forced to fight in such close quarters, antitoxins are a must for survival.
Moh Gates
The Moh Gates are a dungeon connecting Ceizak Battlegrounds with Morimar Basalt Fields. Serving as a stark contrast to the frigid fields, waves of red-hot magma churn in the depths below--a chilling testament to the destructive force that nature can be. In some places, sizzling hot springs bubble just above the surface, to which many pioneers pay regular visits to recover from their weary days. Yet with the vicious matamata laying in wait just along the outskirts, any respite is short-lived.
Adversaries
Velkk
These notoriously ruthless savages have set up their base of operations in the west of Eastern Ulbuka. According to records of old, they once lived throughout the various islands that constitute the Adoulinian archipelago, but were forced further and further west as the First King's influence grew.
Velkk fighters can be classified into two broad types: bellicose warriors who desire only to massacre their foes in the most bloody way imaginable, and devoted practitioners of the black arts who delight in using their spells to gain the upper hand in battle.
Twitherym
Don't be deceived by the majestic hue and intricate choreographic magic these butterflies exhibit--their bite certainly matches their beauty. They mainly live outdoors, but specific strains have been known to inhabit dungeons throughout Ulbuka in addition to their purple brethren.
Chapuli
This particular species of vermin makes its home in the Yahse Hunting Grounds and Ceizak Battlegrounds. Pay close attention to the horns protruding from their heads, for they can cut through foes cleaner than a Far Eastern katana. Their towering leaps and breakneck speed can leave even the most adroit of adventurers befuddled.
Matamata
Thickly wooded groves and tropical regions play host to these reptilian monstrosities, whose quaint moniker extenuates their ponderous size. They may seem like slow-moving creatures, but try telling that to the few pioneers who've survived the rapid succession of lashings dealt to them by a matamata tail. That's hardly their only weapon, however, as they can also expel internally boiled water at unbelievable velocities.
Heartwing
Scattered reports of heartwing sightings have come in from all corners of Eastern Ulbuka, and those who've seen these affable spirits in person note that they enjoy drifting about harmlessly and trailing after pioneers.
It may be difficult to discern any logical behavioral patterns from these enigmatic creatures, but almost all their witnesses agree that there's nothing cuter on the whole continent than a fluttering heartwing. However, what follows after espying a heartwing usually sends chills down one's spine rather than inflaming one's passions...
Craklaw
Aquans through and through, craklaws make their homes in the rivers and deltas of Eastern Ulbuka. Their gigantic claws can slice boulders in half like knives through Selbina butter, and their massive stony shells spurn even the most carefully crafted weapons without suffering a scratch. It would require no stretch of the imagination to label them as moving underwater fortresses.
Acuex
Acuexes have spread throughout Eastern Ulbuka's underground regions, and many a witness has come forth to attest to the acridness of the poisonous gas they spout. Little is known about these miniscule monsters, except that they multiply rapidly and gather in the nooks and crannies of caves as well as their walls. Scientists have tried proving that the miasma acuexes spout is related to the spores of mushrooms, but so far have met only with failure.
Umbril
As their name suggests, umbrils skulk amongst the shadows, shrouded in mysteries as opaque as their natural habitat. Records from ancient scrolls confirm their existence in Eastern Ulbuka since long ago, yet details regarding their behavior are few and far between--the most terrifying of which is that they can glide through earth and walls with nary a thought. No wonder they're most widely known only as the "Jungle's Curse."
New Jobs
Geomancer
Harnessing the elemental energies that course through Vana'diels veins in ways that no sorcerer can, geomancers both aid their comrades-in-arms and teach their foes how deadly the forces of nature can be.
Rune Fencer
Quick with a blade as well as an incantation, these versatile duelists employ the power of arcane runes to sway the tide of battle both offensively and defensively.
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